#codereview ben.cosh
#lockdown Zachary.EdgertonJones
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2512573 by Ben.Zeigler on 2015/04/14 22:56:54.
[CL 2512574 by Ben Zeigler in Main branch]
#UE-10665 - when a sub level is removed it fails to remove any graph actions registered for itself
#Branch UE4
#Proj BlueprintGraph
#codereview dimitriy.dyomin
[CL 2511594 by Ben Cosh in Main branch]
#UE-10665 - when a sub level is removed it fails to remove any graph actions registered for itself
#UE-10962 - Blueprint level script functions are missing from action menu
#UE-7004 - Custom Events can't be called after changing level blueprint or switching maps
#Branch UE4
#Proj BlueprintGraph
#codereview Mike.Beach
[CL 2509582 by Ben Cosh in Main branch]
Native classes based on SceneComponent are not considered valid after hot reload.
#codereview Mike.Beach, Dan.Oconnor
[CL 2473235 by Maciej Mroz in Main branch]
"Fixes for multicast delegates (and K2Node_Events in general) to now use FMemberReference for finding their UFunction.
#jira UE-8391 - Crash occurs adding an Overlap Event for a component
#jira UE-7976 - Adding an on event for an actor in the level blueprint results in a crash"
I've change it a bit, so it don't require ObjectVersion.h edition as it's locked. My changes are located in:
* UK2Node_Event::Serialize
* UK2Node_ComponentBoundEvent::Serialize
* UK2Node_ActorBoundEvent::Serialize
* header K2Node_Event.h lines from 16 to 39.
This change works for now as a workaround. We will change that into proper deprecation fix after ObjectVersion.h lock lift.
[CL 2435347 by Jaroslaw Palczynski in Main branch]
#UE-8988 - Editor asserts if you hit compile on a blank level
#Branch UE4
#Proj BlueprintGraph
codereview Michael.Schoell
[CL 2430089 by Ben Cosh in Main branch]
#UE-8047 - Crashing on level open, opening level blueprint, saving level
#UE-5778 - Switching between levels after opening the level blueprint and saving can result in a crash
#Branch UE4
#Proj BlueprintGraph
#info This removes an issue whereby the an asset could refresh its actions without first clearing any cached node templates which can cause problems with GC, especially when switching levels after saving the previous level under a different name.
reviewedby mike.beach
[CL 2428354 by Ben Cosh in Main branch]
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.
#codereview robert.manuszewski
[CL 2400883 by Steve Robb in Main branch]
- BranchingPoints are now regular AnimNotifies, with their MontageTickType set to 'BranchingPoint' instead of 'Queued'.
- We now supported blueprints and AnimNotify_State as branching points!
- Old branching points are converted to custom AnimNotifies.
- Fixed AnimNotify tool tips not showing up.
#codereview lina.halper, benn.gallagher
[CL 2365358 by Laurent Delayen in Main branch]